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Meteor effect #5

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Add blackhole assets and ground
CharlesYWL committed Oct 31, 2019
commit b7cd216401f3f9c0a4d9136766d15efa22039140
8 changes: 8 additions & 0 deletions Projects/Factory/Assets/Black Hole.meta

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237 changes: 237 additions & 0 deletions Projects/Factory/Assets/Black Hole/Demo.unity
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52 changes: 52 additions & 0 deletions Projects/Factory/Assets/Black Hole/Material/Black Hole.mat
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8 changes: 8 additions & 0 deletions Projects/Factory/Assets/Black Hole/ReadMe.txt
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Thank you for choosing !
This package will bring an amazing black hole effect to your game.
Try demo scene to see the effect.
Hold left mouse button then move cursor can rotate the camera.
Hold right mouse button then move cursor can move the blackhole.

If you like it, please give us a good review on asset store. We will keep moving !
Any suggestion or improvement you want, please contact qq_d_y@163.com.
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5 changes: 5 additions & 0 deletions Projects/Factory/Assets/Black Hole/Script.meta
58 changes: 58 additions & 0 deletions Projects/Factory/Assets/Black Hole/Script/Demo.cs
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using UnityEngine;

public class Demo : MonoBehaviour
{
public Material m_Mat = null;
[Range(0.01f, 0.2f)] public float m_DarkRange = 0.1f;
[Range(-2.5f, -1f)] public float m_Distortion = -2f;
float m_MouseX = 0f;
float m_MouseY = 0f;
bool m_TraceMouse = false;
int m_ID_Center = 0;
int m_ID_DarkRange = 0;
int m_ID_Distortion = 0;

void Start ()
{
if (!SystemInfo.supportsImageEffects)
enabled = false;
m_MouseX = m_MouseY = 0.5f;
m_ID_Center = Shader.PropertyToID ("_Center");
m_ID_DarkRange = Shader.PropertyToID ("_DarkRange");
m_ID_Distortion = Shader.PropertyToID ("_Distortion");
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
m_Mat.SetVector (m_ID_Center, new Vector4 (m_MouseX, m_MouseY, 0f, 0f));
m_Mat.SetFloat (m_ID_DarkRange, m_DarkRange);
m_Mat.SetFloat (m_ID_Distortion, m_Distortion);
Graphics.Blit (sourceTexture, destTexture, m_Mat);
}
void Update ()
{
if (Input.GetMouseButtonDown (1))
{
m_TraceMouse = true;
}
else if (Input.GetMouseButtonUp (1))
{
m_TraceMouse = false;
}
else if (Input.GetMouseButton (1))
{
if (m_TraceMouse)
{
m_MouseX = Input.mousePosition.x / Screen.width;
//#if UNITY_5
// m_MouseY = 1f - Input.mousePosition.y / Screen.height;
//#else
m_MouseY = Input.mousePosition.y / Screen.height;
//#endif
}
}
}
void OnGUI ()
{
GUI.Box (new Rect (10, 10, 160, 25), "Black Hole Demo");
}
}
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44 changes: 44 additions & 0 deletions Projects/Factory/Assets/Black Hole/Script/FreeCamera.cs
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using UnityEngine;

[RequireComponent(typeof(Camera))]
public class FreeCamera : MonoBehaviour
{
public float m_MoveSpeed = 0f;
public float m_RotateSpeed = 0f;
public KeyCode m_ForwardButton = KeyCode.W;
public KeyCode m_BackwardButton = KeyCode.S;
public KeyCode m_RightButton = KeyCode.D;
public KeyCode m_LeftButton = KeyCode.A;
public KeyCode m_UpButton = KeyCode.Q;
public KeyCode m_DownButton = KeyCode.E;

void Update ()
{
// translation
{
Vector3 dir = Vector3.zero;
Move (m_ForwardButton, ref dir, transform.forward);
Move (m_BackwardButton, ref dir, -transform.forward);
Move (m_RightButton, ref dir, transform.right);
Move (m_LeftButton, ref dir, -transform.right);
Move (m_UpButton, ref dir, transform.up);
Move (m_DownButton, ref dir, -transform.up);
transform.position += dir * m_MoveSpeed * Time.deltaTime;
}
// rotation
{
if (Input.GetMouseButton (0))
{
Vector3 eulerAngles = transform.eulerAngles;
eulerAngles.x += -Input.GetAxis("Mouse Y") * 359f * m_RotateSpeed;
eulerAngles.y += Input.GetAxis("Mouse X") * 359f * m_RotateSpeed;
transform.eulerAngles = eulerAngles;
}
}
}
void Move (KeyCode key, ref Vector3 moveTo, Vector3 dir)
{
if (Input.GetKey (key))
moveTo = dir;
}
}
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5 changes: 5 additions & 0 deletions Projects/Factory/Assets/Black Hole/Shader.meta
41 changes: 41 additions & 0 deletions Projects/Factory/Assets/Black Hole/Shader/Black Hole.shader
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Shader "Black Hole" {
Properties {
_MainTex ("Main", 2D) = "white" {}
_Center ("Center", Vector) = (0.5, 0.5, 0, 0)
_Distortion ("Distortion", Float) = -2
_DarkRange ("Dark Range", Float) = 0.1
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float2 _Center;
float _Distortion, _DarkRange;
float4 frag (v2f_img i) : SV_TARGET
{
float2 uv = i.uv;
float2 center = _Center * _ScreenParams.xy;
float2 uvpixel = uv * _ScreenParams.xy;
float dist = distance(center, uvpixel);

float2 warp = normalize(_Center - uv) * pow(dist, _Distortion) * 30.0;
warp.y = -warp.y;
uv = uv + warp;

float light = saturate(_DarkRange * dist - 1.5);

return tex2D(_MainTex, uv) * light;

}
ENDCG
SubShader {
ZTest Off Cull Off ZWrite Off Blend Off
Fog { Mode off }
Pass {
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
ENDCG
}
}
FallBack Off
}
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